Learn about determining Bifrost channel data ranges.
- [Instructor] To begin the chapter on shading,…let's visualize Bifrost channel data as particle color.…This will make it easy for us…to determine the range of values…for the various channels, such as velocity in churn.…We need that information to effectively use channel data…in a shading network.…I've got to scene here that has a BIF simulation cache.…I'm going to advance it into the simulation range…to frame 120…That may take a moment to load in.…
Once it does, we can see that the particles…are displayed in blue and white.…And by default, that color is mapped to Velocity.…Let's select the liquid shape node from the Outliner.…And in the Attribute Editor under Particle Display,…we've got color.…And that is the enable switch for particle color.…We can disable it and deselect the shape node.…And the particles are displayed…in the standard wire frame color of dark blue.…
I'll reselect the shape node…back in the attributes, re-enable color,…and we see the Color Channel has a pull down list.…It's assigned to Velocity by default.…
AuthorAaron F. Ross
- Bifröst basics
- Analyzing the node structure
- Emitting from a polygon mesh
- Colliding with a polygon mesh
- Adding velocity, friction, and drag with motion fields
- Optimizing space and time accuracy
- Caching simulations
- Meshing and exporting liquids
- Render-time meshing in Arnold
- Applying channel data to Arnold shaders
- Generating foam from a liquid
- Rendering and shading foam in Arnold
Skill Level Advanced
1. Simulating a Liquid
2. Fine-Tuning a Liquid Simulation
3. Caching and Meshing
4. Shading a Liquid
5. Simulating Foam
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